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Everything posted by Szico VII
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I tried with that - It appeared to make everything lag a lot more... Though the "auto-normalmap" did make it look a bit nicer and the SSAO seems to make it smoother
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Bioshock Infinite - The Church of Our Lord
Szico VII replied to Szico VII's topic in WIPs, Teasers & Releases
Theres...a lot going on, Did you have some specific ones in mind? -
You just need your graphics card model and OS and then finding the right drivers is usually easy
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And the completely clean base folder?
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1) Get OpenJk latest build from their buildbot links --> Unzip it to gamedata/ 2) Add the rend2.dll that I sent you to gamedata 3) Run openjk.x86.exe with clean base and patch 1.01 (to start with) 4) Load a default map (I.E HAVE NO CUSTOM FILES IN BASE INCLUDING .mtr 5) cl_renderer rd-rend2 6) vid_restart Any luck? (Also, youre on windows right?)
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@@Boothand - Looks like an issue on your end then - the trees in @ screenshots look like they're working fine. (Ignore the skybox bug, thats an openJK issue with the vanilla renderer I think)
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Thats exactly how mine works and I have no issues...
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Rend2 comparisons@:
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Bioshock Infinite - The Church of Our Lord
Szico VII replied to Szico VII's topic in WIPs, Teasers & Releases
No, there is some distortion --> Using shaders effects to fake a dynamic refraction though. http://youtu.be/EDJylKk4cxc -
It just goes into gamedata... Hold on, Xycaleth gave me his compiled version, try those and see if it works. All files into gamedata. And have the latest openJK. Dont replace anything in the openJk folder
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Likely is that the rend2 hasnt compiled right.....
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It can read old shaders exactly as the base renderer does. Your .mtr will basically be an identical copy of your original .shader, WITH any rend2 specific stages (such as normalparralaxmap) added to make use of its features. That way users can swap between renderers at will with no compatibility issues.
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Rend2 uses a specific normalmap shader line which doesnt exist in baseja or q3map2. This must be put into a .mtr file which will overwrite the info in the .shader file (should your renderer be set to rd-rend2) q3map2 "faked" bumpmaps/normalmaps arent all that great - theres a tutorial on how to use it properly in the tuts section. Remember, the bigger the brush the lower quality the lightmap as theyre always 128x128 pixels and so look much worse over bigger lightmap surfaces, so you're best using multiple small patches to get the best effects. Did you actually change to the rend2 renderer using "cl_renderer rd-rend2" (into the console?)
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Really weird that...maybe it is a videocard issue then... :/
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So, do the trees work properly for you when using this pk3? Ambient settings are fine for low values if you juust want to tone up veeery slightly, say 10-30 at most. Or you can use _minlight to prevent everything from being brightened and only brighten those which are completely dark. The envmap can be changed to reflect the other sides of the map (but they dont exist yet so.. ) One more point - the q3map_alphashadow is the shader paramater that allows the compiler to use the alpha channel of the leaf texture to cast shadows See here --> http://jkhub.org/tutorials/article/97-shadowing-effects-and-alpha-shadowing/
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@@Xycaleth q3map_sunExt seems to be bugged ingame when using the default renderer. BaseJA, rend2 both render the sky normally when using this shader command, however in OpenJK default renderer it seems to not recognise the deviance stage of the shader and displays the sky as a texture not found. Ive also noticed when taking screenshots, it does not preserve the antialiasing.... and fraps completely bugs out textures/skies/bootland { qer_editorimage textures/skies/sky surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/skies/yavin 512 - q3map_sunext 1 1 1 1000 155 50 0.5 8 }Error is "unrecognised command "0.5" in shader xxxxx Wonder if this is due to any changes you made to the vanilla renderer?
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@@Boothand - I added _castshadows "1" to the misc_models and changed the grass brushes to a func_group with _lightmapscale 0.25, which gives you nicer shadows at the cost of compile time and lightmap space Well Ive packaged everything I have in a pk3. OpenJK rd-vanilla has a bug with the q3map_sunext at present so you'll have to either run in base JA or using rd-rend2, or remove the q3map2ext line when you test AFTER compiling and then put it back in when you need to compile lighting again. Ill be interested to see if it runs properly for you when using this pk3 http://s000.tinyupload.com/index.php?file_id=08011130653871898963
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models/map_objects/bootland/trees/pinestem4 { qer_trans 1.0 surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans cull twosided q3map_alphashadow { map models/map_objects/bootland/trees/pinestem4 alphafunc GE128 rgbGen vertex } { map models/map_objects/bootland/trees/pinestem5 blendfunc blend rgbGen vertex } { map $lightmap blendFunc filter depthFunc equal } }Heres a lightmapped one that seems to work as well.
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Weird, I dont get any error messages... :| I guess nolightmap wouldnt hurt to get rid of them. I have no idea why then...
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@@Boothand - It does not require a lightmapstage or a nolightmap in the shader. The "lightmapped" spawnflag will do everything for you. And I still dont see any of those issues.... Did you re-run the compile with the shader posted above and the lightmapped spawnflags? No sky or other shader issues...
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@@Boothand Its the "onlyvertexlighting" command paired with the "lightmapped" spawnflag on the models. Just remove the vertexlighting command and keep the lightmapped spawnflags. I forgot I'd removed that models/map_objects/bootland/trees/pinestem4 { q3map_alphashadow qer_trans 1.0 surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans cull twosided { map models/map_objects/bootland/trees/pinestem4 alphafunc GE128 rgbGen vertex } { map models/map_objects/bootland/trees/pinestem5 blendfunc blend rgbGen vertex } }I moved the thread as it is kind of a help thread at present
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You don't notice it at all, and realistically, for the very edges you would probably expect to see partially through to the trees behind anyway. Heres my PS4 And PS5 alpha As for the lighting, it takes a few seconds for me because 1) I reduced your skybox size (shouldnt really be using an actual "box" really anyway) and 2) didnt use a skybox shader with surfacelight paramater. Dont use a sky box light with surfacelight, Use one with q3map_sunExt
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@@Boothand No probs - heres some closer up shots to illustrate a slightly finer blend after decreasing the first stages alpha a bit more
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models/map_objects/bootland/trees/pinestem4 { q3map_alphashadow surfaceparm nonsolid surfaceparm nonopaque surfaceparm trans cull twosided { map models/map_objects/bootland/trees/pinestem4 alphafunc GE128 rgbgen vertex } { map models/map_objects/bootland/trees/pinestem5 blendfunc blend rgbgen vertex } }I got around it by using 2 opacity stages. The first (GE128) gives you the blocking effect and transparency, and then the overlaying blendfunc gives you the smoothed edges. You'll need 2 separate alpha images, I made the pinestem5 alpha slightly larger and the pinestem4 (for the GE128) slightly smaller using darkness tool in photoshop. This IS 2 rendering passes though so for a lot of trees will take a performance hit, presumably. You can adjust the alpha at your own discrepancy NB: I also made it blocksize 0, removed the lightgrid worldspawn key added basic lighting. (And changed water for effect )